FGL HTML5 SDK v1.6 Featuring Phaser Plugin

46 posts (showing 1-20)
FGL_Dave

FGL AdminCommunity Level 4
318 posts

Version 1.6 of the FGL HTML5 SDK has been released.

Download it here: https://sites.mpstatic.com/html5/sdks/html5sdkv1.6.zip

This is quite a significant release and includes support for achievements, the new official FGL Phaser plugin and many other bugfixes and improvements. The Phaser plugin features its own implementation sample and documentation.

It's recommended that you update your games to use the latest version of the SDK.

Please use this forum thread for any bug reports or feedback on this version!


Changelog:

FEATURES

• Achievement support. Currently you can grant an achievement with grantAchievement(id) and check if the player has an achievement with hasAchievement(id), which will return true or false

• New phaser plugin; makes implementation in phaser games much easier! It's highly recommended that you use it!

FIXES

• Scores are now name-based (to help prevent duplicate scores)

• Fixed issues with ads not appearing when called very early (usually within the first frame). This was particularly an issue with Construct 2 games

• Fixed some scaling problems with ads and cross promotion on smaller-screened devices

• Fixed various small bugs and issues, mostly to do with touch input and being unable to dismiss overlays in certain situations and on certain devices

posted 2014-08-11T20:47:55-07:00 | edited 2014-08-18T22:59:28-07:00
Hannu6

Market Level 1Community Level 0
15 posts

There seems to be Construct 2 plugin, but is there a GameMaker extension/plugin made for this?
If not, are you planning to do that?

posted 2014-08-13T06:50:21-07:00
FGL_Dave

FGL AdminCommunity Level 4
318 posts

Hi Hannu6,

It's in the works :)

posted 2014-08-13T14:26:25-07:00
JP91

Market Level 0Community Level 0
2 posts

if you use the phaser plugin and you cross domain problem appears.

You must add crossOrigin = "Anonymous".

posted 2014-08-13T17:13:56-07:00
Klimgorilla1

Market Level 0Community Level 1
31 posts

Is it possible to get a leaderboard in which a lower score is better? Something like a time hiscore table.

posted 2014-08-14T23:13:17-07:00
FGL_Dave

FGL AdminCommunity Level 4
318 posts

Hey there,

Unfortunately not; this is due to limitations with some of our publishing networks' APIs not supporting this feature. One way you could do this would be to calculate a score where higher is better based on the time or other variables involved. The most basic way to do this might be to award x amount of score per second below a specific target time (or even a maximum time - Sonic the Hedgehog does this!). You can also make this more interesting by giving this some kind of curve, so that very good times award lots more score than just 'good' ones.

On Aug 14, 2014, Klimgorilla1 said:

Is it possible to get a leaderboard in which a lower score is better? Something like a time hiscore table.

posted 2014-08-15T15:09:59-07:00
BigMistake

Market Level 0Community Level 1
28 posts

Getting two errors using the latest version of Construct (r177) and the FGL example Construct 2 capx, using WiFi Preview on a Samsung Galaxy S4 in Chrome (36.0.1985.135).

Clicking on "QA Test Game":

[code]
Javascript error!
Uncaught TypeError: Cannot read property 'checked' of null http://192.168.0.105:50000/fgl.js,line 819 ;(col 70)[/code]

 

When pressing the "unlock" button for unlocking the premium mode:

[code]
Javascript error!
Uncaught NotFoundError: Failed to execute 'removeChild' on 'Node': The node to be removed is not a child of this node. http://192.168.0.105:50000/fgl.js,line 619 ;(col 23)[/code]

 

posted 2014-08-16T23:29:06-07:00
FGL_Dave

FGL AdminCommunity Level 4
318 posts

Hi @BigMistake,

Unstable versions of Construct 2 are unsupported (this is the general policy of both Scirra and all other plugin developers). Please use the latest stable release for your game (r173 at the time of writing)!

posted 2014-08-17T06:08:30-07:00 | edited 2014-08-17T06:09:21-07:00
Hannu6

Market Level 1Community Level 0
15 posts

@FGL_Dave,

Remember to give a big shout when GameMaker extension is available as there supposedly is quite a few others using it as well. I got 8 games which could be published quite easily as HTML5 versions, three of them are at FGL already but not using your API yet.

posted 2014-08-17T06:14:24-07:00
BigMistake

Market Level 0Community Level 1
28 posts

I installed the current stable version of Construct 2 and the new version of the FGL plugin, get exactly the same errors at the same exact points. It doesn't break anything, but still.

posted 2014-08-17T08:24:30-07:00
FGL_Dave

FGL AdminCommunity Level 4
318 posts

Ah, that's weird. We didn't pick up on it during testing. We will check it out - does this only occur on the Galaxy S4?

BigMistake said:

I installed the current stable version of Construct 2 and the new version of the FGL plugin, get exactly the same errors at the same exact points. It doesn't break anything, but still.

Will do! :) It shouldn't be long!

Hannu6 said:

@FGL_Dave,

Remember to give a big shout when GameMaker extension is available as there supposedly is quite a few others using it as well. I got 8 games which could be published quite easily as HTML5 versions, three of them are at FGL already but not using your API yet.

posted 2014-08-17T14:56:34-07:00
BigMistake

Market Level 0Community Level 1
28 posts

Yes. I don't have any other mobile devices. Tried it on my desktop and laptop on Chrome/Firefox/Internet Explorer, nothing.

posted 2014-08-17T17:24:14-07:00
pinoygamegeek

Market Level 4Community Level 4
366 posts

Hi Dave, there's a thread in phaser about loading an image from the url. Maybe you can update the phaser plugin. http://www.html5gamedevs.com/topic/4167-crossorigin-issue-using-data-uris/

posted 2014-08-18T00:20:56-07:00
FGL_Dave

FGL AdminCommunity Level 4
318 posts

Is this causing a problem with loading some of our placeholder images? If you can give me some instructions about how to reproduce the issue this causes we can work this in as a fix in the next update - thanks!

pinoygamegeek said:

Hi Dave, there's a thread in phaser about loading an image from the url. Maybe you can update the phaser plugin. http://www.html5gamedevs.com/topic/4167-crossorigin-issue-using-data-uris/

posted 2014-08-18T00:25:13-07:00
pinoygamegeek

Market Level 4Community Level 4
366 posts

Yeah I'm having an issue when my rendering is set to Auto. When the game is tested with web browser tool so the browser sets the rendering to webgl automatically then the placeholder cannot be loaded. While there's no problem with mobile devices :D

posted 2014-08-18T00:51:56-07:00
FGL_Dave

FGL AdminCommunity Level 4
318 posts

Ah, I see. We'll look into it and get it sorted for the next release!

posted 2014-08-18T01:02:53-07:00
pinoygamegeek

Market Level 4Community Level 4
366 posts

Thanks!

posted 2014-08-18T01:13:12-07:00
Dread Knight

Market Level 0Community Level 0
6 posts

A phaser plugin, pretty cool :) And I was thinking if to ditch phaser or not; wondering if it's easier to implement the SDK otherwise.

posted 2014-08-20T19:20:08-07:00
FGL_Dave

FGL AdminCommunity Level 4
318 posts

Phaser's a great framework; now that we're actively developing these plugins for the HTML5 SDK we're hoping to get all the major development frameworks covered so that no matter what you decide to make your game with, you can take advantage of FGL's HTML5 services :)

posted 2014-08-20T19:29:36-07:00
pepperpunk

Market Level 3Community Level 11
2401 posts

Great to see support for more frameworks, I'm really keen to see a Haxe version of the API, since I can code in that, but can't code in js very well... looking for FGL's API to support that codebase to make it easy for me to start releasing for html5 as well. :)

posted 2014-08-21T10:30:53-07:00